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Unsupervised Representation Learning of Player Behavioral Data with Confidence Guided Masking

Published: 25 April 2022 Publication History
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  • Abstract

    Players of online games generate rich behavioral data during gaming. Based on these data, game developers can build a range of data science applications, such as bot detection and social recommendation, to improve the gaming experience. However, the development of such applications requires data cleansing, training sample labeling, feature engineering, and model development, which makes the use of such applications in small and medium-sized game studios still uncommon. While acquiring supervised learning data is costly, unlabeled behavioral logs are often continuously and automatically generated in games. Thus we resort to unsupervised representation learning of player behavioral data to optimize intelligent services in games. Behavioral data has many unique properties, including semantic complexity, excessive length, etc. A worth noting property within raw player behavioral data is that a lot of it is task-irrelevant. For these data characteristics, we introduce a BPE-enhanced compression method and propose a novel adaptive masking strategy called Masking by Token Confidence (MTC) for the Masked Language Modeling (MLM) pre-training task. MTC is designed to increase the masking probabilities of task-relevant tokens. Experiments on four downstream tasks and successful deployment in a world-renowned Massively Multiplayer Online Role-Playing Game (MMORPG) prove the effectiveness of the MTC strategy1.

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    • (2023)IEC-FOF: An Industrial Electricity Consumption Forecasting and Optimization FrameworkEdge Computing and IoT: Systems, Management and Security10.1007/978-3-031-28990-3_8(97-110)Online publication date: 31-Mar-2023

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    cover image ACM Conferences
    WWW '22: Proceedings of the ACM Web Conference 2022
    April 2022
    3764 pages
    ISBN:9781450390965
    DOI:10.1145/3485447
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    Published: 25 April 2022

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    Author Tags

    1. Masked Language Modeling
    2. Online Games
    3. Transformer Encoder
    4. User Modeling
    5. sequence compression
    6. unsupervised Pre-trained

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    April 25 - 29, 2022
    Virtual Event, Lyon, France

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    • (2024)Evolutionary game analysis of online game studios and online game companies participating in the virtual economy of online gamesPLOS ONE10.1371/journal.pone.029637419:1(e0296374)Online publication date: 24-Jan-2024
    • (2023)IEC-FOF: An Industrial Electricity Consumption Forecasting and Optimization FrameworkEdge Computing and IoT: Systems, Management and Security10.1007/978-3-031-28990-3_8(97-110)Online publication date: 31-Mar-2023

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